v4k-git-backup/engine/art/shaders/fs_shadow_blur_cubemap.glsl

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2024-08-30 19:00:04 +00:00
in vec3 TexCoords;
out vec4 FragColor;
uniform samplerCube textureSource;
uniform vec2 ScaleU;
void main()
{
vec3 sampleDir = normalize(TexCoords);
vec3 right = normalize(cross(sampleDir, vec3(0.0, 1.0, 0.0)));
vec3 up = normalize(cross(right, sampleDir));
vec3 color = vec3(0.0);
float total = 0.0;
for (float x = -4.0; x <= 4.0; x += 1.0) {
for (float y = -4.0; y <= 4.0; y += 1.0) {
vec3 offset = right * ScaleU.x * x + up * ScaleU.y * y;
color += texture(textureSource, normalize(sampleDir + offset)).rgb;
total += 1.0;
}
}
FragColor = vec4(color / total, 1.0);
}